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Space Trash Scavenger News

Hotfix 0.382

-remove debug in pathfinding
-double zinc in mushrooms
-correct mushroom duplicate in agriculture trash manager causing error
-fix misaligned collider on silo on XL silicate asteroid

Loading, balance and 88 bug fixes

If you are mid playthrough, this update may alter mine or ship interiors with strange geometry in which you could get stuck. You need to jump system to reset this behaviour. You should either reload a save from your last system and jump, or jump to your next system.

Now, on with the update...


Greetings Scavengers,

It's been a little while since the last Regular update on the main branch. Here's what's been happening.

[h3]We are moving Discord server![/h3]
For the past few months we've been split between the Squareplay Discord Server and a dedicated Space Trash Scavenger server.

It's not efficient, so we've decided it makes sense to migrate everything over to the SquarePlay Discord server.

Come join us! I'll be shutting down the channels in the legacy server to avoid confusion in the coming days.



[h3]Stability progress[/h3]
After 4 months focusing almost entirely on bug fixing and stability (ok and some important balancing and difficulty sliders too), according to our analysis of the feedback, I have addressed 94.53% of the more than 2000 issues filed in game via pressing F1. This should mean 9 out of 10 issues anyone experienced since launch will no longer happen.

I'll continue fixing up any bugs I can reproduce, but I also think we can enter a new chapter of the dev cycle, where I focus more on adding specific new features and content to grow the game.

Exciting times! Be sure to file any suggestions you have in game by pressing F1, or raise ideas in Discord.

[h3]Loading in game[/h3]
The game auto saves every 10 minutes, and it keeps a back up of five auto saves, in addition to five back ups of any manual saves you make. This means you can nearly always load a recent save to recover any crash or glitch - however in the past you had to leave to the Titles screen to do so. With this build, this is fixed so you can peruse and load any save from within the game.

[h3]Steam Cloud[/h3]
This is now enabled for testing. Let me know how it works for you, be it PC, using GeForce Now or Steam Deck, as I may need to tweak settings back end.

[h3]Better crops, repair status and power save[/h3]
I've improved the feedback on crops to show when they need watering. You can now also see how much damage you base has taken. Power (on/off) status of your machines is now also saved. Note, for legacy saves you will need to turn your machines on first load.

[h3]Better proc gen[/h3]
Interior procedural generation has been tweaked again to ensure layout is consistent between save/load cycles.

This was a necessary change but it may affect existing saves. If loading a save from a prior build, you may need to jump sector to "re-roll" interiors correctly, or you may find some interiors or walls behaviing strangely. Remember you can utilise autosaves in the event of any issues.

This was a necessary change to improve procedural generation which was not save/loading correctly. I hope you can understand this is sometimes unavoidable in Early Access, however you do not need to restart a new play through.

[h3]Better drone pathing[/h3]
Drone pathing is improved and they will now function to a degree inside mines and ships.

[h3]Join Experimental Branch[/h3]
Over the past few weeks I've been continuously updating the Experimental branch with all of these fixes and tweaks - and today I'm setting them all live in the main branch. The Experimental Branch is the best place to play - and it really helps me improve the game as fast as possible.

Instructions on how to join are pinned here: Join the Experimental branch!

There have been a lots of other miscellaneous fixes and tweaks too. Check out the full changelog below.

[h3]Build 0.381[/h3]

-Crops show low water meter when they have grown and require watering
-Crop colliders functioning better making crops much easier to harvest
-Check forward rotation box in reinforced walls to ensure matches wall 1
-Improve crop colliders so they are more easily watered and interact with regardless of growth stage.
-Show water requirements on load.
-Medpad twice as fast
-Can build roofs over medpads
-Can use adjacent machines while standing on medpads
-Change build fail message to "you cannot build here".
-Make inventory sort buttons yellow gold so more visible.
-Fix alt tab to attempt to reset down thrust which can get stuck down if bound to ctrl.
-Boost up overrides boost down, which seems to get stuck for some players, possibly following alt-tab.
-Cannot boost while sleeping
-Correct rotation to up when walking up staircases on asteroids
-Update physical material so you don't slide down stairs on asteroids
-Prevent bug if drone rigid body not assigned when destroyed
-Reduce gravity cut off from asteroid distance by 25%, meaning less height required to take reach "space"
-Drone lasers do not damage other drones or player
-Fuel efficiency mods balanced
-Fuel efficiency mods stack and function correctly as percentage reductions
-Fix farming asteroid labels
-Fix stock market history loading
-Do not show stock alerts on load
-Can now load a prior save from in game, without exiting to titles!
-Correct brief rotation glitch when rotating an object.
-Correct Biotank holoshader on certain angles.
-Update solar cube exposed face calculations to correctly discern if obscured by machines, and not set to only 1 face available in error
-Update curved wall description.
-Remove unused colliders on mining outpost xl2 causing issues.
-Fix bug on certain outposts not finding cell holder.
-Update lacuna hatch to disable bolts which means they can be properly moved around by flying rig and do not stop movement of rig.
-Do not conveyor hatch or trash behind hatches if you fly your rig into it.
-Better turret check line of site better so should fire into your own base.
-Fix various typos.
-Permits say made by fabricator.
-Correct issue with making multiple items at once when spamming on and off on incubators
-Increase body max drag.
-Conveyor pads, splitters, drone masts and thruster do not show power toggle or power warnings incorrectly now.
-Updated terminate life support control remap to indicate fuel must be zero to function
-Gravity rotation behaves correctly if you disembark from rig that is adjacent to wreckage in space
-Update hold fetch drone hand position
-Update grenade collider
-Camera no longer obscured by grenades or drones when held in hand and directly between player and camera, causing strange but rare camera really close glitch
-Credits in hand scaled down and held better
-Balanced aim added.
-Enemies with laser fire will stop shooting through a wall if they move into a wall after shooting.
-Refactor player damage received to be more forgiving in its scaling.
-Entity core has a force applied on entity death so does not appear motionless.
-Balance enemy damage.
-Remove hot bar when open fabricator - to prevent glitches such as inventory or quadrant map getting stuck on screen if you used the hotbar while fabricator was open
-Fixed consistency of layout of proc gen interiors in mining asteroids and ships after a save load cycle. Reloading an existing save may change an existing layout once.
-Batteries save and load charge.
-On and off status of machines saved and loaded.
-Trash-tor beam now requires power to function (5 u/s).
-Trash-tor beam ceases to function if turned off or out of power.
-Fabricator filter status correctly resets on open close action
-Hide hot bar when in blueprint, stock market, gal map and jump drive states.
-Fix inventory filter tab to be correctly selected after pressing tab.
-Fix some inventory filter tab issues
-Correct ship interior proc gen and set starter ship
-Update hatches to usable layer so they block camera correctly
-Update hatch tutorial pop up to show when near hatches in all cases
-Only spawn ammonium rocks on asteroids in the industrial quadrants and beyond, where mining laser 2 is available
-Update interior check to not accidentally adjust gravity incorrectly in large mining asteroid craters, and update system to work with all other cases.
-Disable emission on mining loot crate when used.
-Remove erroneous farming trash from mines.
-Laser rifle 3 corrected to farming quadrant requirement
-Enable blueprint button tab to be on when clicked
-Tweak fence collider for more adjoined fence build options
-Fix recipe selector for incubators such as Chemforge staying on screen if you used it then accessed an autostorage that is turned off.
-Do not show yellow power warning when autostorage is turned off as it does not use power
-Increase default grapple range
-Mining drones do not target plutonium.
-Default health bars on rig items will always show when damaged. So you know what to repair.
-Grapple 2 is purple.
-Prevent wonky cube placement when attaching to floor panels after you have piloted rig
-Cannot open inventory when dead
-Add third rotation axis to stairs and more text to roof and floor descriptions.
-Improve rig stairs so do not apply lateral gravity force when you stand closely adjacent to them.
-Can embark and disembark stair traversal with little to no camera and player rotation. Stair use much less annoying.
-Set player physics to interpolate to see if improves rare cases of clipping into ships or asteroids at high velocity. Please let me know.
-Improve mining dwelling floor physics so do not get stuck on floor.
-Further slow dead bodies to try and prevent them flying off in some random cases and add velocity clamp
-Update some path finding so that drones should function in mines and ships more effectively
-Jump drive end sound synched on warp bubble shrink
-Marginal optimise on interior ship mine check
-Lockers dissolve in correctly when built.
-Fixed bug where player would sometimes turn very slowly in mines in rare cases.

Thanks!

Hotfix 0.370

-If you pilot your rig and later trash vac a closed hatch, the contents is not erroneously pulled out, only to be uncollectable until you laser the hatch off
-Fix floor placement collision detection. Cannot erroneously place a floor on the surface of a cube where it would remain, non functional and non-packable.

Build 0.369

Greetings Scavengers,

Today I've pushed a build with some misc fixes and balancing changes. Most significantly I've tweaked the stock market. Overall prices are likely to be somewhat lower, likely to vary less, and will not bug into the negative. It also should resolve the massive excess profit from Sensor 2 that some of you have reported.

There will be more stock market and price adjustment going forward. It's hard to get a read on this unless you start a new game. By all means, let me know what you find by hitting F1 in game.



Join the Experimental branch

Do you like this game? Do you want to see it grow and improve quickly? Then come join the Experimental branch!

For bug fixes, balance and quality of life work I tend to update the game frequently, sometimes on a daily basis, and push the updates to the Experimental (beta) branch.

I don't tend to post the changelogs for this work on the Steam, to avoid update spam. Instead I always post them on the SquarePlay Discord: https://discord.gg/squareplaygames

I need regular players to test the Experimental Beta Build before I can put it in the main branch.

Anyone who owns the game can help by opting into the Experimental Beta branch by right clicking the game in your library > Properties > Beta and select Beta from the drop down.

Then you simply play and file any bugs you find in game by pressing F1 in game as usual. But please come to Discord or include email so I can follow up if need be :)

Hope you can help out. It really improves the rate I can improve the game, plus (missteps aside) you will get a smoother experience, with more fixes, sooner.

Anyway here are the latest fixes (all of which have been in the experimental beta branch a while now... just saying!)

Build 0.369:


-Added UnStuck button to menu in game - moves you nearby for those times when you walk into a stash or between some containers or machines and get stuck.
-Balance rig top speeds
-Increase rig rotation speed
-Fixed possible bug with footstep tracking when jumping
-Remove G and T key binds on Interact 3 and 4 in Input as not in use
-Update trash-tor beam to be labelled as not a conveyor pad
-Update conveyor behaviour as seeing issues on some layouts
-Improve spawn possibilities for entity base as still sometimes missing
-Updated functional conveyors to better handle overlapping interior corners
-Fix bug when picking up dropped player remains
-Update T'fefl to make clear he wants more disks in next sector, after first sector
-Reduce power console font to make more space
-Improve miss behaviour on exterior Entity and re-balance fire behaviours slightly
-Reduce stock variance and price multipliers
-Prevent negative stock prices
-Update sensor2 relative cost
-Fix medkits to work when you have taken Resist buff
-Pumpkin correctly displays hunger per tick buff
-Corrected trash-tor beam recipe
-Fix shuttle mining hatches falling off after rig pilot
-Fix missing options menu in game
-Update jump drive so you cannot pilot rig if jump triggered
-Camera pulls out when you jump to show warp bubble expand
-Fix rare missing weapon ammo check bug

Thanks

Al.



Build 0.362

Greetings Scavengers!

I'm really happy to set this build live as it fixes up a few things that have been on my to-do list for a while now, and I think it improves some key areas of the game in small but significant ways.

Huge thanks to everyone who has been filing bugs by hitting F1 in game or those who have giving me their save games through email or through the bug report form. Details of how to do that are linked on the Steam Forum or in our Discord.

By the way, if you do file a bug hitting F1, it is extremely useful to include your email address! Most of the key bug fixes in this patch have come from me emailing back and asking you for save games or more information which I need to reproduce and then fix the bug.



Anyway, a few highlights:

[h3]Better rig flight[/h3]
The rig has been a little hard to control, as it would tend to rotate when you didn't really want it to. I've updated this so you can reverse and strafe it, with rotation only when you set a course forwards. I think its a big improvement, let me know.

[h3]Better turrets[/h3]
I had some feedback that even with the top level turrets it was hard to defend your base at the higher levels. So turret projectiles have been improved to be faster with more range, which should make a big difference to their efficacy. Of course, don't forget if you come under attack, you could always fly away.

[h3]Fallible enemies[/h3]
Along the same lines. Enemies will actually miss you now from time to time. Their first shot accuracy was really too high. This was especially evident in ships and mines at close quarters, and with beam lasers. I think it feels much nicer and more immersive this way. Let me know your thoughts.

[h3]Conveyors are better[/h3]
Items will not get stuck randomly on conveyors. Output items from machines or conveyors won't fly off the rig while piloting.

[h3]Hatches wont fall off[/h3]
A long standing bug fixed - hatches should now always be correctly attached to stashes.

Here's the full changelog.

Al.

Build 0.362:

-Improved turret projectile speed for increased range and accuracy. You should better able to hit approaching Entity. PS. I plan on adding beam turrets and higher level defences in time, please be patient :)
-Entity have chance to miss shots. Makes the entity a bit fairer especially in space ships. Do let me know thoughts.
-Increase min distance between freighters spawn to prevent being on top of each other in some seeds.
-Update attack wave slider to show max equals never. There was some confusion, but you can turn off attacks all together. If you receive a wave attack when set to max please let me know with f1 (not to be confused with as a passing entity attack though).
-Updated dead scav quests to allow condition that you already crafted the item. eg If you already have a trash vac in any container it will complete and advance questline.
-Monoliths not destroyed by adjacent crate destruction
-Hatch covers will not detach from stashes incorrectly after piloting your space rig (thanks Mark and Tom!)
-Fix misaligned hatch attachment point on certain silos.
-Update item behaviour to be correctly output by machines, conveyed and be picked up while in Rig Pilot mode
-Correct conveyor behaviour to prevent large items not shrinking and then getting caught in some layouts
-Items output by machines while flying rig will not fly into the void.
-Added strafe and reverse controls to rig control, so it should be more intuitive to control, you can back away from collisions and it will not start rotating when you don't want it to
-Start sector has a fixed and relatively easy space ship with historical disks